﻿Shader "Unlit/MaskGen"
{
	CGINCLUDE
	#include "UnityCG.cginc"
	
	fixed4 frag_maskGen(v2f_img i) : SV_Target
	{
	    return fixed4(0,0,0,1.0f);
	}
	
	ENDCG
	SubShader
	{
		Tags 
		{   
		    "Queue" = "Geometry"
		    "RenderType" = "Opaque"
		}
		LOD 100

		Pass
		{
		    ZTest Off
			Cull Off
			ZWrite Off
			Lighting Off
			Fog{ Mode Off }

			
			CGPROGRAM
			#pragma vertex vert_img
			#pragma fragment frag_maskGen
			ENDCG
		}
	}
}
